ACES LUT for Painter

I recently created a LUT for use within Substance Painter to utilize the ACEScg color space and RRT/ODT. My original goal was to bring the simple Linear to sRGB viewport closer to what can be seen within Unreal Engine 4, but I also included a LUT for the standard conversion without my adjustments for those in VFX or wherever with a more standard integration of ACES. Unreal has numerous adjustments on top of ACES that I didn't really add to my LUT. It should be pretty close in most situations, aside from the couple of rendering differences between the viewports.

Iray render with a default Painter smart material. I tweaked some material to bring the rust more in line with the proper color and removed the gray metalness values.

Simple color chart comparison, in which I used to plot inside Resolve for a quick look at the actual values. The original color chart was a free jpeg, so most of the grain in the waveform can be attributed to that.

Thanks everyone! Yeah, this is for the viewport only. Think of it as a "look" in post-process, except the look is deeper blacks, smoother rolloffs in the whites, and a slight color shift. It doesn't affect your materials or anything.

Until now I used the tone mapper post processing effect, where the "Auto" setting usually yielded a filmic look but it was also a bit too dark to my taste. This looks like a nice replacement for that

This one might be too dark with usual defaults. Some exposure adjustments might be needed, depending on the HDRI and materials used. But, with this you're able to increase exposure quite a bit without getting the crunched, saturated highlights.

@leleuxart I played around a little bit in the SP sample scene. I turned off all post processing effects, except for the scenarios where I tested specifically with tone mapping on. Here are some results I got (not trying to prove a point or anything, just giving people some examples of what they can expect) - I used the default ACES LUT here, not the UE4 one. p.s. where I say ToneMapper it's the auto setting in there

The environment map should definitely be affected by the LUT though, but we could imagine not applying it when the envmap is entirely hidden.

It seems to be when I was testing my LUT. I think the issue is the ~15% gray that the background defaults to when Environment Opacity is at 0. Although the background appearance has no impact on the actual reflections, I think people want to be able to specify a particular color? Possibly to keep a mid-gray background without the LUT darkening it

Both LUTs now have a pre-transform and expect the Log tonemapper to be used in Painter. They will look much brighter if it's not enabled, but this prevents highlights from clipping so you get the full range of the ACES ODT. My original LUTs with just the ODT were clipped before the ODT, so although the whites weren't pure white, there was no smooth rolloff.

The UE4 version has had a small shift in the display-transform to match UE4 better.